Preserve instance groups during leader absence and travel
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@@ -2217,6 +2217,33 @@ bool AdventureBehaviorMgr::ProtectGroupLeave(Player* player) const
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r.State==Phase::Handover;
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}
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bool AdventureBehaviorMgr::ProtectInstanceGroupLeave(Player* player) const
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{
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auto group=player->GetGroup();
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if(!group)return false;
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auto now=GameTime::GetGameTime();
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for(auto reference=group->GetFirstMember();reference;reference=reference->next())
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{
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auto member=reference->GetSource();
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if(!member || !member->IsInWorld())continue;
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// The leader can already be waiting inside while late members travel.
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// This also covers human leaders without an AdventureBot record.
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if(member->GetMap()->IsDungeon())return true;
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auto it=_records.find(member->GetGUID().GetCounter());
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if(it==_records.end())continue;
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auto const& r=it->second;
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if(r.Instance.Active)
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{
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if(r.Instance.Stage!=AdventureInstancePolicy::Phase::Rest)return true;
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continue;
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}
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if((r.Intent=="raid" || r.Intent=="instance") && r.Deadline>now)
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if(auto location=sAdventureLocationMgr->Find(r.Location))
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if(location->InstanceMap)return true;
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}
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return false;
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}
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void AdventureBehaviorMgr::InterruptForInteraction(Player* player)
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{
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InterruptForCombat(player);
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@@ -43,6 +43,7 @@ public:
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std::string InteractionIntent(Player* player) const;
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std::string InteractionSchedule(Player* player);
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bool ProtectGroupLeave(Player* player) const;
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bool ProtectInstanceGroupLeave(Player* player) const;
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private:
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bool EditPlan(ChatHandler* handler, std::string const& args);
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enum class Phase {Idle, Travel, OnSite, Switching, Handover, WaitingGroup};
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@@ -179,6 +179,8 @@ bool AdventureInteractionMgr::Update(Player* p,uint32 diff)
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if(protectedFormation){r.LastActivity=now;r.AfkSince=0;r.Schedule=sAdventureBehaviorMgr->InteractionSchedule(p);}
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bool protectedTravel=sAdventureGroupTravelMgr->Protected(p) || p->isUsingLfg() || p->InBattlegroundQueue() || p->InBattleground();
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if(protectedTravel){r.LastActivity=now;r.AfkSince=0;}
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bool protectedInstance=sAdventureBehaviorMgr->ProtectInstanceGroupLeave(p);
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if(protectedInstance){r.LastActivity=now;r.AfkSince=0;}
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if(!protectedFormation && !protectedTravel && AdventureInteractionPolicy::CanLeave(p->IsAlive(),p->IsInCombat(),p->GetMap()->IsDungeon(),p->GetTransport() || p->IsInFlight() || p->IsFlying()))
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{
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if(r.Schedule!=sAdventureBehaviorMgr->InteractionSchedule(p))
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@@ -186,8 +188,8 @@ bool AdventureInteractionMgr::Update(Player* p,uint32 diff)
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r.Schedule=sAdventureBehaviorMgr->InteractionSchedule(p);
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if(!sAdventureGroupMgr->PlannedTransition(p) && frand(0,1)>=Loyalty(p)){Leave(p,r,"intent-change");return false;}
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}
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if(sAdventureGroupTravelMgr->Separated(p)){Leave(p,r,"leader-distance");return false;}
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if(AdventureInteractionPolicy::LeaderExpired(now,r.AfkSince?r.AfkSince:r.LastActivity)){Leave(p,r,"leader-afk");return false;}
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if(!protectedInstance && sAdventureGroupTravelMgr->Separated(p)){Leave(p,r,"leader-distance");return false;}
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if(!protectedInstance && AdventureInteractionPolicy::LeaderExpired(now,r.AfkSince?r.AfkSince:r.LastActivity)){Leave(p,r,"leader-afk");return false;}
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}
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// Existing warrior executor supplies damage assistance. Roles/healing
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// deliberately remain a later profile-driven extension.
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@@ -58,7 +58,7 @@ unsigned urand(unsigned a,unsigned){return a;}float roll=0;float frand(float,flo
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namespace ObjectAccessor {std::unordered_map<ObjectGuid,Player*> players;Player*FindPlayer(ObjectGuid id){auto it=players.find(id);return it==players.end()?nullptr:it->second;}}
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struct Profile {std::string Locale="deDE";std::unordered_map<std::string,float> Personality;};
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struct Lua {std::unordered_map<unsigned,Profile> profiles;Profile const*GetAdventureProfile(unsigned id){auto it=profiles.find(id);return it==profiles.end()?nullptr:&it->second;}}lua;auto sClientlessLuaEngine=&lua;
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struct Behavior {int interrupts=0;bool protectGroupLeave=false;std::string intent="social",schedule="social:inn";std::string InteractionIntent(Player*){return intent;}std::string InteractionSchedule(Player*){return schedule;}bool ProtectGroupLeave(Player*)const{return protectGroupLeave;}void ResumePersonalPlan(Player*){}void InterruptForInteraction(Player*){++interrupts;}}behavior;auto sAdventureBehaviorMgr=&behavior;
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struct Behavior {int interrupts=0;bool protectGroupLeave=false,protectInstance=false;std::string intent="social",schedule="social:inn";std::string InteractionIntent(Player*){return intent;}std::string InteractionSchedule(Player*){return schedule;}bool ProtectGroupLeave(Player*)const{return protectGroupLeave;}bool ProtectInstanceGroupLeave(Player*)const{return protectInstance;}void ResumePersonalPlan(Player*){}void InterruptForInteraction(Player*){++interrupts;}}behavior;auto sAdventureBehaviorMgr=&behavior;
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struct Combat {bool busy=false;int assists=0;bool Busy(Player*){return busy;}bool Assist(Player*,Unit*){++assists;return true;}}combat;auto sAdventureCombatMgr=&combat;
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struct ClientlessAction{std::string Name;std::unordered_map<std::string,std::string> Parameters;};
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struct Core {time_t activity=0;int queued=0;time_t LastActivity(ObjectGuid){return activity;}bool QueueAction(unsigned,ClientlessAction){++queued;return true;}}core;auto sClientlessPlayerMgr=&core;
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@@ -133,6 +133,17 @@ int main(){
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mgr._records.clear();behavior.protectGroupLeave=true;behavior.schedule="groupformation:meeting";leader.afk=true;
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tick(8000);behavior.schedule="instance:dungeon";tick(9000);assert(bot.group);
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behavior.protectGroupLeave=false;leader.afk=false;behavior.schedule="adventure:road";tick(9001);assert(!bot.group);bot.group=&group;
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// Instance travel/inside protects late arrivals from both AFK and distance.
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mgr._records.clear();behavior.schedule="raid:instance";behavior.protectInstance=true;
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leader.afk=true;groupTravel.separated=true;tick(10000);tick(12000);assert(bot.group);
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// Explicit intent changes retain their existing behavior.
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behavior.schedule="profession:city";tick(12001);assert(!bot.group);
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bot.group=&group;behavior.schedule="raid:instance";tick(13000);
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behavior.protectInstance=false;leader.afk=false;groupTravel.separated=false;
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tick(13599);assert(bot.group);tick(13600);assert(!bot.group);
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bot.group=&group;behavior.protectInstance=true;groupTravel.separated=true;tick(14000);
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behavior.protectInstance=false;tick(14001);assert(!bot.group);
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bot.group=&group;groupTravel.separated=false;
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// Explicit diagnostic leave uses ordinary safe-state guards.
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bot.combat=true;assert(!mgr.RequestLeave(&bot)&&bot.group);bot.combat=false;
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assert(mgr.RequestLeave(&bot)&&!bot.group);
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@@ -0,0 +1,46 @@
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"""Run the production group-wide instance leave protection predicate."""
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from pathlib import Path
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import subprocess,tempfile
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root=Path(__file__).resolve().parents[2]
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s=(root/"src/server/game/World/AdventureBehaviorMgr.cpp").read_text()
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a=s.index("bool AdventureBehaviorMgr::ProtectInstanceGroupLeave(")
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b=s.index("void AdventureBehaviorMgr::InterruptForInteraction",a)
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code=r'''
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#include "AdventureInstancePolicy.h"
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#include <cassert>
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#include <unordered_map>
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#include <string>
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using uint32=unsigned;
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namespace GameTime{time_t GetGameTime(){return 1000;}}
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struct Group;
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struct Map{bool dungeon=false;bool IsDungeon()const{return dungeon;}};
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struct Guid{unsigned id;unsigned GetCounter()const{return id;}};
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struct Player{unsigned id;Group* group=nullptr;Map map;bool online=true;bool IsInWorld()const{return online;}Group* GetGroup(){return group;}Map* GetMap(){assert(online);return ↦}Guid GetGUID(){return {id};}};
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struct Reference{Player* player=nullptr;Reference* following=nullptr;Player* GetSource(){return player;}Reference* next(){return following;}};
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struct Group{Reference* first=nullptr;Reference* GetFirstMember(){return first;}};
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struct Location{unsigned InstanceMap=671;} location;
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struct Locations{Location const* Find(std::string const& key){return key=="instance"?&location:nullptr;}} locations;auto sAdventureLocationMgr=&locations;
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struct AdventureBehaviorMgr{struct Record{AdventureInstancePolicy::Visit Instance;std::string Intent,Location;time_t Deadline=0;};std::unordered_map<unsigned,Record> _records;bool ProtectInstanceGroupLeave(Player*)const;};
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'''+s[a:b]+r'''
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int main(){AdventureBehaviorMgr m;Player late{1},leader{2};assert(!m.ProtectInstanceGroupLeave(&late));
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Reference second{&leader,nullptr},first{&late,&second};Group group{&first};late.group=leader.group=&group;
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assert(!m.ProtectInstanceGroupLeave(&late));leader.map.dungeon=true;
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assert(m.ProtectInstanceGroupLeave(&late)); // human leader inside, no behavior record
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leader.online=false;assert(!m.ProtectInstanceGroupLeave(&late));leader.online=true;leader.map.dungeon=false;
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auto& r=m._records[2];r.Instance.Active=true;
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for(auto phase:{AdventureInstancePolicy::Phase::Travel,AdventureInstancePolicy::Phase::Preparing,AdventureInstancePolicy::Phase::Entering,AdventureInstancePolicy::Phase::Inside,AdventureInstancePolicy::Phase::Returning}){
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r.Instance.Stage=phase;assert(m.ProtectInstanceGroupLeave(&late));}
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r.Instance.Stage=AdventureInstancePolicy::Phase::Rest;r.Intent="raid";r.Location="instance";r.Deadline=2000;
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assert(!m.ProtectInstanceGroupLeave(&late)); // finished visit must not retain protection
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r.Instance.Active=false;assert(m.ProtectInstanceGroupLeave(&late)); // pending retry/en-route
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r.Intent="instance";assert(m.ProtectInstanceGroupLeave(&late));
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r.Deadline=1000;assert(!m.ProtectInstanceGroupLeave(&late));
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r.Deadline=2000;r.Location="unknown";assert(!m.ProtectInstanceGroupLeave(&late));
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r.Location="instance";r.Intent="profession";assert(!m.ProtectInstanceGroupLeave(&late));
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first.following=nullptr;assert(!m.ProtectInstanceGroupLeave(&late));}
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'''
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with tempfile.TemporaryDirectory(prefix="vcore-instance-group-protection-") as d:
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p=Path(d);(p/"test.cpp").write_text(code)
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subprocess.run(["c++","-std=c++17","-I"+str(root/"src/server/game/World"),str(p/"test.cpp"),"-o",str(p/"test")],check=True)
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subprocess.run([str(p/"test")],check=True)
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print("Instance group protection: travel/preparing/entering/inside/return, human leader, offline, retry, expiry and finished visit PASS")
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